Miscellaneous design issues for Alpha 5 - please vote

1) we have 2 square brackets: selected planet and ship. please change color, delete one, ... I need just one focus not 2.
2) autopilot circles: add the name/type of the ship
3) economics are strange. I spend 100% and still have positive cash...
4) scrolling the planet list to find something is unusable. Try to focus on a planet as you get 10s ... Then there is no place with a list of what each planet is making (Brad do you remember the planet list of GC2?)
5) Governors must be able to warn me on "anomalies" like a planet not having a military and social project
6) Currently there is no way to understand what kind of ships are orbiting a planet (even mine...)
7) I'm too much used to use the right mouse button to pop-up the context menu of objects that I can't find a way to live with current autopilot behaviour. Change it!!! :VOMIT:

Besides the above, Alpha 5 works and starts to enjoy me. :CONGRAT:
136 views 4 replies
Reply #1 Top
Comments:
3) I've also found this to be true.
4) I totally agree. When you have a lot of planets, the planet list of GalCiv2 made a lot of sense, and I used it a lot - especially to check which planets weren't working on social projects.
5) See above.
Reply #2 Top
Adding...
8) Gimmie a minimap when a research (military or social) is completed so I can quickly understand if it's better to build a colonizer or a defender. Also would be nice to know what the other planets in that system are building (military)...
9) Did we loose the option to orbit into a specific planet? Is there still a repair function when you go back to building/home planet?
Reply #3 Top
Yes i strongly agree the planet list should have what there building. >:(
Reply #4 Top
One thing that continues for me from the OS/2 version is that I never send a colony
ship on autopilot into a star. The OS/2 version was not smart enough to colonize the
planets by class, it always colonized them from inside orbit out.

In both the OS/2 version and this one, there is the same problem of not being notified
of the arrival of the autocolonizing (new word?) ship and no opportunity to direct it
to a specific planet, nor an opportunity to assign projects for the planet to be built. If
this problem persists to solar resource allotments (will we have this like in the OS/2
version?), then it becomes a much bigger problem.

If we can't control which planet it colonizes when arriving in autopilot mode, perhaps
the code could be smart enough to colonize the best planet first? Then, with the
coming of the social projects governers and user patterned solar resource allotments, I
could live with it.

Thanks,
Jack